PixelKnight
Observing the process
- Pronouns
- He/Him
![www.nintendolife.com](https://images.nintendolife.com/598df69270699/1280x720.jpg)
Exclusive: Meet The Three Brothers Making Their Dream 'Secret Of Mana'-Inspired RPG
"We want to make one of the most accessible and playable RPGs of all time"
![www.nintendolife.com](https://images.nintendolife.com/site/favicon/32x32.png)
The game itself seems like an interesting mix of mechanics from Dark Cloud, Kingdom Hearts and FFXI, combined with Secret of Mana’s co-op, due out on Switch late next year. But I thought the section on accessibility was interesting:
Michael: This is an excellent question and something we are very passionate about. We’ve kept a list for a long time regarding the features we would love to have seen in the games we’ve played — JRPGs and other genres — and it is a BIG list. As such, many quality-of-life features have made their way into our game, and will continue to do so. Some of these already exist, but a lot are unique!
Tyrone: Things like accessibility for disabilities, being able to customise the UI, and rearranging things. It amazes us that many games do not allow you to customise button inputs. No drop rates that don’t respect players’ interest or time. Making sure cutscenes are skippable and tutorials are optional and non-repetitive. Preset modes for speedrunning and randomization. The list goes on.
We’re keeping a lot of our unique features a secret, but hopefully, these can get you into our mindset of how we’re enabling players to enjoy themselves most. There are a few things we’re willing to share now though.
Saxon: We’re developing an automatic reaction timer (that can be turned on or off). If the game senses you need a bit more time to parry correctly, then it will adjust to challenge you appropriately. We’re hoping that features like this will encourage people to try some of the more challenging mechanics in video games, as well as increase the immersion felt by players.
We’re also looking at changing the way ‘difficulty’ works in this game, so that the experience is more customised for your enjoyment, instead of just having preset modes with scaled stats, etc. You’ll be able to combine different levels of ‘difficulty’ for yourself, granting the best experience for you.
Images: Timesea Studio
We could go on to list more features, but what really matters is our intention. We want to make a game that respects players’ time and doesn’t feature punishing statistics, missables, penalties, and so on. We have every intention to make sure players enjoy their time in the world of the Infinity Knights. You can be sure that we will try our utmost to reduce all frustrations players have to zero through a lot of personal playthroughs, testing, and player feedback. We want to make one of the most accessible and playable RPGs of all time.